Control The City! (Inactive)

Game Master D-Kal

A game for villains with dastardly plans.
Throne Room Map


201 to 250 of 271 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Yeesh, that is one quick pace for recruitment.

I'd like to toss my hat into the ring, stiff competition but I'll try anyway.

Jack Galldon a specialist in chemical manipulations and solutions.
His abilities lead more to precision in his weapons than the typical chemical specialist, having studied the interplay of muscle and bone to decode natures complex workings.
He is also unable to comprehend certain social graces and has his current position thanks to his grandmother who suggested the field.
Dentistry is a rather excellent job for a sadist after all.

Crunch would be as follows.
Vivisectionist alchemist *sneak attack instead of bombs* (thinking beastmorph but unsure if I want to go that route. murdering people with scalpels is attractive.)
His path would be bleeding sneak attack into Flensing Strike(with your OK on an obscure source that is)
Stacking on various combos to make him a damage dealer and Debuffer.
His skills would be fairly typical of the 'Rogue' niche. Sneaking around, breaking into places and doing things quietly are part and parcel to the concept.
Looking at the good doctor I would not have nearly the impressive numbers he did on knowledge skills, though I could likely partially fill the Social skill niche if needed.


In the general I prefer things findable on d20pfsrd.

-Posted with Wayfinder


Victor and I have decent Knowledge/Social skills, if it comes down to it. Fate, as well, I believe.

Shadow Lodge

whats a social skill?

The Exchange

Sarcon the Enduring wrote:
whats a social skill?

Lieing, mostly.

But also blackmail, threatening, coercion and things of that nature.


It's those things we do when we tell you to go make yourself a sandwich, Sarcon.

Shadow Lodge

then why didn't he just say "sammich break"?


Because he doesn't understand the sophistication and precision of the sandwich artist. Those meats don't fold themselves just so on their own, as you well know.


Fate vould like a corned beef reuben.


Social skill time, Sarcon. Step to it.


I am partial to the Chicken Salsa sandwich myself.

Shadow Lodge

~Makes Sammiches~
~Bring Sammiches~
~Eats Sammiches~
Pretty good, thanks for the break guys.


Just checking, you only have/had to one slot then?


Interesting.

This seems like it would be a great game to make an Alchemist who does things FOR SCIENCE! but it looks like I'd be facing stiff competition in that archetype.

Hm. Though an Investigator for that good ol' Moriarty feel could be cool too.

But, that'll have to wait until later regardless. Hope you haven't made a decision by this afternoon, but oh well if you have. =)


What would be the pricing for scrolls?
Since witches are arcane casters, would they use the sorcerer table for cost, with the witch spells list?

Dark Archive

Good afternoon, (at least where I am), I would be very interested in joining the villains here with Marcello.

The fluff will be up in an hour or so, but in the meantime my Crunch is done (If you don't look at simple equipment >_>)

A quick rundown of Marcello: He is a Cheliax Hellknight (In training) sent to quell the savage practices and bring law to the people in the city... And in true Hellknight order he is willing to give them a choice: Submit to our law or die embracing your savagry.

I'm hoping I would be of use.


If there is still room I would submit some flavor of anti paladin.


Also, how easy can one obtain materials for crafting poison?

You can't expect to trust every potion to be restorative ;)


Poisons and scrolls use normal crafting rules (except that crafting time, for this game, is halved).

Nohwear, yes, there is still time. Feel free to toss in your character.

Dark Archive

There, fluff done... Eeeh... Maybe not done, but dealt with at this moment.

Background:
On the 4510 of AR in the infernal realm of Cheliax, indeed on the very same day that King Noleski Surtova of Brevoy sent out his explorers and settlers to establish a kingdom in the Stolen Lands to the south, a small son was born to the minor noble family of House Wintrish.

House Wintrish, owing a certain amount of fealty to Lictor Severs “Boneclaw” Di’Vri for a secretive favor they had needed concerning the disposial of certain unfortunate individuals had sworn to dedicate the first-born child of this generation to the Order of the Nail in return for this little favor. And thus Marcello was prepared to embrace the iron-tight ideals of the Hellknight order through most of his childhood, being taught the steely discipline, draconian regimental rules and countless local customs and laws.

As thus, the indoctrinated youth, like many of his peers, was admitted to the Order of the Nail where his one goal was to quell the savage practices and bringing their idea of civilization to the inhabitants of the wild frontier. After having passed his ruthless sessions in the Orders barracks, Marcello is now sent out on his first mission, to ensure that a growing merchantile town is brought under the influence of Cheliax and to both ensure that the pleas of a local group of like-minded individuals succeed and that things run smoothly in the realm. After all, the prosperity of a town is the first step to civilization. And with time, he might even be rewarded with the possibility of setting up his own minor unit of Hellknights in the area.

Apperance:
Marcello is a few inches above 6 feet. Training for the Order of the Nail has left him with a body shaped for battle, tough skin on his hands, muscled arms and a brain better suited for following orders. Born and bred in Cheliax shows as much on his demeanor as it does on his face with the high cheekbones, the gray-like-steel eyes and the attitude of one that thinks him better than others. His hair is a darker shade of brown, his face is shaved with the only facial flaw being a scar from training, because he didn't accpet defeat.
Dressing for the situation more than for fashion, his choice of clothes is usually a lot like the uniform he has been wearing most of his life.


I like to work on my chars a bit at a time, so I am posting here to make that easier. I am a Dread Vanguard Antipaladin. The Dread Vanguard is from Champions of Corruption. I will be using intimidate to run protection rackets.


Can extra lay on hand, or a similar feat give me extra corrupting touch?


That seems totally fair to me.


I am not sure what to do with the rest of my gold, but crunch is done.


Are you still recruiting


Yes, recruitment will continue until I announce a decision.


So Lizzie's way of handling are curses, poison & debilitating spells.
Her meatshields in the future are the dead, so i reckon she might share some interests with mister Victor. She can leave them on locations as guards even.

Crunch for now is in the profile.

Background:

Lizzie is the child to an occult witch mother and a necromancer father. As such her interest with the undead and skills in herbal ways came at a young age. Sadly, Pharasman inquisitors somehow gotten notice of the couple and persecuted them. Forced to flee, the couple sent Lizzie to The City, where her skills of herbal "medicine" were of use. This was however, after she poisoned the shop keeper's assistant, who was out of town and didn't return. Her place secured, Lizzie now has a home of sorts from where she could develop her skills further. She can be a decent person, but a little sadistic tendency can emerge if offended. There have been customers who've boasted about killing practitioners of deathmagic and witches. She grew to hate that lot and wouldn't mind spiking stuff to indulge in some delayed agony of a so called "hero".

Appearance:

Reference Picture
Lizzie is 1.80 meters tall.
Lightgrey eyes decorate a face with silver hair.
She often wears a dresslike outfit with a partial hood, hiding a not so innocent personality underneath a pretty face.


I'm building the crunch for my rogue submission. Would you allow the 'Blade of the Society' trait? Extra sneak attack damage is a glorious thing.


Society traits are fine with me.

-Posted with Wayfinder


Crunch is done. I'm working on the fluff now.


I got her basic personality crunch down. I can fill out her background more, but I'll have to work on it tomorrow

personality:
Sirani knows that thieves don’t get imprisoned because they steal. It’s because they got sloppy. If they hang it’s because they left some evidence of their crime. She’s very careful when she’s ‘working’. And she’s getting very good at not leaving a trail. Cat burglar archetype in play

Sirani is very possessive over things she considers ‘hers’. It could be an item, a place, a person; whatever it is, if you mess with it she’ll gut you. She’s the only one allowed to mess with her things.

Last month Sirani’s sister was taken by a rival thief. Sirani started receiving her fingers in the mail, with the threat that more would follow unless Sirani left town. While it had been satisfying to track that thief down and pull his eyes out, her sister was still damaged by the incident. Damage to her possession is unacceptable.

Sirani has noticed that the more powerful one is in the underworld, the less likely that they or their things will be messed with. She’s decided that the title ‘Sirani, Queen of the Underworld’ should belong to her. It has such a nice ring to it, doesn’t it? And then no one would dare touch what is hers. However, she knows she can’t pull it off alone. She’s been keeping her eyes and ears open for those whose goals might align with hers.


I was thinking of taking a lvl dip of 2 in investigator over the course, it gives extra skills, stuff to alchemy, poison and trapfinding.

Any thoughts?


Hrmm... the ability to peel my enemies like fleshy carrots is quite a fun concept to my mind. Don't suppose you'd be willing to make an exception for flensing stike?

I can grab other abilities if you'd prefer not, the vivisectionist alchemist isn't exactly weak without such a fun little trick.

Second would there be any issue with me taking the Trapfinder from people of the sands?

I'm enjoying the idea of a devil dentist who wants to show off his pearly whites more as I think on the various things I could do with the alchemist spell list. I'll need a bit more to percolate a back story but it should show up soon.
The number of terrible puns are also growing.

Between various potions to help and the ability to invest full ranks I doubt Jack will have any trouble filing in the skill monkey (physcial stuff) that your party seems to lack.
I'd be picking up the infusion discovery to share the wonderful personal range spells on the alchemist list with friends.
Like Shield, Expeditious retreat or one of my new favorites Long Arm which can increase the casters(now drinkers) reach by 5ft for min/CL
Enlarge person and long arm would give that particular warrior 10(more with a reach weapon) extra feet of terrain to work with.
Though that's only what I get to work with for L1 spells. there are some glorious ones higher up for alchemists.
Giving the whole team the ability to vomit spiders on command sounds highly entertaining. More when you realize the spiders are under that particular caster(drinkers) command.


I don't think I can permit flensing strike, nor campaign traits. Sorry.


Darn, guess I'll find some other fun trick to play with for Jack then.

*blink**looks at trapfinder again* Huh, guess it is a campaign trait. Suppose it was too good to be true.
Meh, only thing lost out on is magic traps and most of those have stupidly high DC's to disable anyway. Better to find ways around them. Or trigger them with disposable minions.

Dark Archive

Hey Sirani, I'm a bit of a lover for rogues myself, but I find that unless your teammates are willing to fight in a certain way, usually I have a hard time getting more than 1 sneak attack off...

Could you maybe give some good advice as to how you are gonna get more flanks of with 1 other melee fighter to help you?
Usually when I'm a rogue the group I'm with, lacks a proper frontline to help save the squishies from being overrun...

So would you be willing to share your rogue-secrets?


Sorry, no real secrets here. Flanking worked well in the last game where I was a rogue, though i'll grant that I was with a group of friends that knew my strategy. But opportunities arise in all games as long as you keep acrobatics up and are willing to move around the map. As long as there's one front-liner there's somebody to provide you a flanking bonus.

Dark Archive

Yes, but I've once played a lvl. 13 Rogue... After a certain amount of time I had a hard time following up on damage because I had to Acrobatics around meaning I didn't always have a chance to go full-attack so I lost a lot of my damage because the opponent were moving around too much...

But I thank you for your honesty :)


Hey, I've been reading the stuff on this discussion and looked at the players... You wouldn't be missing a Trapper Ranger?

Pros: I have quite a lot of skill points, I can follow tracks to kill stuff, find traps and disable them (And make them at later levels) and I have a profession as Hunter.

Cons: Not a people person, not amazing in melee and no magics...

Hope I'm of some kind of use.


Oh yeah, and the Crunch is under construction with the fluff following afterwards.


Crunch is done, I'll throw the fluff up here on this post in an hour or so... Need to air the dog >_>

Crunchy in the middle:
Alexis Pickman - Ranger (Trapper) 3
Neutral Evil Medium Human(Human Male)
Init +6; Senses Perception +8
------------------------------------------
DEFENSE
------------------------------------------
AC 19, Touch 14, Flat-footed 15 (5 Armor, 4 Dex)
HP 36 (3d10+3 con+3FC)
Fort +4, Ref +7, Will +3
------------------------------------------
OFFENSE
------------------------------------------
Speed 30 ft.
MeleeScimitar +4
-Scimitar
RangedMasterwork Composite Longbow +9, Rapid Shot
-Longbow +7 2d8+1 (Crit x3)
------------------------------------------
STATISTICS
------------------------------------------

Str 12, Dex 18, Con 13, Int 10, Wis 14, Cha 8 (20pt, +2 Dex)
Base Attack 3; CMB 4; CMD 18
Feats: Human feat 1st-Weapon Focus (Longbow); 1st-Point Blank Shot, 3rd-Precise Shot; Combat Style 2nd-Rapid Shot.
Traits: Fatal Trapper,Reactionary
Favored Class Fighter (+3 hit points)
Skills: Craft[Traps] +8 (3), Disable Device +11 (+12 against traps) (3), Knowledge [Geography, Nature, Dungeoneering] +6 (2), Perception +8 (3), Profession [Hunter] +8 (3), Stealth +8 (3) and Survival +8 (3).
Languages: Common and undercommon.
Equipment: Arrows (20), blunt arrows (20), masterwork Backpack, bedroll, belt pouch, flint and steel, iron pot, masterwork thieves tools, mess kit, rope (30 ft), soap, tent, torches (10), trail rations (5 day) and a waterskin.
-On person: Masterwork composite longbow, 20 arrows, scimitar, chain shirt, armored kilt.
Cash: 30 gp, 0 sp, 0 cp
Encumbrance: 50 (Light) (0-50, 51-100, 101-150)
------------------------------------------
SPECIAL ABILITIES
------------------------------------------
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Bonus Feat: Humans gain one extra feat at level 1.
Favored Enemy (Human): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Trapfinding: A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Favored Terrain (Urban):At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Shadow Lodge

Your DD skill looks wrong.
+3 ranks+3 trained+4 DEX+1 trap finding+2 tools+1 trait (situational)-2 ACP=+11 (+12 traps)
Did I miss something?


That would be because I didn't add Trapfinding or the ACP, hang on and I'll fix that. :)


Fluffy fluff

Fluffiness on the outer:
Alexis, usually just goes Alex, grew up in a small miners town a couple of days journey from The City. The town's main form of income would be the iron getting mined from underground. His father was noone special, a regular man working the days in the iron mine by day and teach his only son how to hunt by evening and night. His mother was as regular and boring as his dad and according to daddy, Alexis was just as boring, with as boring a future as himself.

But Alexis didn't want that. Even from an early age he had found pleasure in hunting. The stalking for the prey, looking without it knowing and the solid chunk that followed the song of the bow. He loved it, but it needed more, so when he was taught about traps, he was overjoyed. Traps started being an obession for him. He would think about them, non-stop, dream about them and the more he thought about them, the more time was spent outside, hunting, trying new traps and tracking down prey.

His hunt for new prey to try new traps on led him further away from the town until he was nearly a whole day's journey away from the town before it dawned on him... All animals were the same in the forest... But in a city, people will talk, warn someone... Traps would be even better in a city, would be more satisfying on people that could think further than "food! so it dawned to him. Traps for people.


On the train,, checking, competition's piling up.
Suspense........

Should i mention i will take nasty things Like feast of ashes, and its equivalant for drinking?

Shadow Lodge

crunch:

Male Kitsune Bard 3 |[lawful evil]
STRENGTH
16(+3)
DEXTERITY
14 (+2)
CONSTITUTION
12 (+1)
INTELLIGENCE
12 (+1)
WISDOM
10 (+0)
CHARISMA
17 (+3)

Initiative +2 = 2 [Dex]

SKILLS
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics* +2 = DEX 2+0+0
Appraise +1 = INT 1+0+0
Bluff +9 = CHA 3+3+3
Climb* +3 = STR 3+0+0
Craft +1 = INT 1+0+0
Craft +1 = INT 1+0+0
Craft +1 = INT 1+0+0
Diplomacy +9 = CHA 3+3+3
Disable Device*† +2 = DEX 2+0+0
Disguise +7 = CHA 3+1+3
Escape Artist* +2 = DEX 2+0+0
Fly* +2 = DEX 2+0+0
Handle Animal† +3 = CHA 3+0+0
Heal +0 = WIS 0+0+0
Intimidate +9 = CHA 3+3+3
K (Arcana)† +5 = INT 1+1+3
K (Dungeoneering)† +1 = INT 1+0+0
K (Engineering)† +1 = INT 1+0+0
K (Geography)† +1 = INT 1+0+0
K (History)† +1 = INT 1+0+0
K (Local)† +1 = INT 1+0+0
K (Nature)† +1 = INT 1+0+0
K (Nobility)† +5 = INT 1+1+3
K (Planes)† +1 = INT 1+0+0
K (Religion)† +1 = INT 1+0+0
Linguistics† +1 = INT 1+0+0
Perception +6 = WIS 0+3+3
Perform +8 = CHA 3+2+3
Perform +7 = CHA 3+1+3
Profession† +0 = WIS 0+0+0
Profession† +0 = WIS 0+0+0
Ride +2 = DEX 2+0+0
Sense Motive +6 = WIS 0+3+3
Sleight of Hand*† +5 = DEX 1+1+3
Spellcraft† +7 = INT 1+3+3
Stealth* +6 = DEX 2+1+3
Survival +0 = WIS 0+0+0
Swim* +3 = STR 3+0+0
Use Magic Device† +3 = CHA 3+0+0

* Armor Check Penalty -1
† Trained Only

EQUIPMENT

NOTES

Base Speed [ 30 (6 sq.) ]

AC [16] = 10 +4 [MW Chain Shirt] +2 [Dex]
Touch AC [12] Flat-Footed [14]

BASE ATTACK BONUS
+2
Basic Melee Attack +5
Basic Ranged Attack +4

FORTITUDE SAVE
+2 = 1 [base] +1 [Con]
REFLEX SAVE
+4 = 3 [base] +1 [Dex]
WILL SAVE
+3 = 3 [base] +0 [Wis]

CMB
+5 = 2 [BAB] +3 [Str] +0 [size]
CMD
+16 = 10 +2 [BAB] +3 [Str] +1 [Dex] +0 [size]
FEATS
Arcane Strike
combat casting
Power Attack
Realistic Likeness

TRAITS
Company Woodsman: +1 to damage with the axe
Fortified Drinker- Whenever you imbibe any alcoholic beverage, you gain a +2 bonus on saves against mind-affecting effects for 1 hour
drawback: power hungry -2 to will saves when power is offered
Red handed fetish: 2 fire resistance (4 with unscathed)
CARRYING CAPACITY
Light Load: 86lbs.
Medium Load: 173lbs.
Heavy Load: 260lbs.
Lift Over Head: 260lbs.
Lift Off Ground: 520lbs.
Push or Drag: 1300lbs.
LANGUAGES
Common
celestial
draconic

Bard Spells Per Day
Level 1 3 + 1 [Cha]
Bard Spells Known
Level 0 6 stabilize, prestidigitation, summon instrument, detect magic, enhance water, ghost sound.
Level 1 4 charm person, cure light wounds silent image summon monster 1

bard class abilities

Preformance
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on AUDIBLE components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on AUDIBLE and visual components in order to function.

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and IMPROVING their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use AUDIBLE or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).

Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. inspire competence relies on AUDIBLE components.

Rallying Cry (Su): At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses AUDIBLE components.


Hey Lord Foul... I might be reading something the wrong way, but isn't 14 Dex a +2?

Shadow Lodge

Yes, thank you for catching that.


Marcello got me thinking about her crunch. It's been tweaked a bit; I'm holding off on the sneak attack options. Instead she's got some improved mobility and Nonchalant Thuggery for the fun "No they're not really stabbing him, we're rehearsing a play" conversations.

Dark Archive

I just pointed out that if you can't sneak attack, every attack, then after level 5 you get pretty low on damage...

201 to 250 of 271 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Recruitment / PbP Open Recruitment: Control the City! A call for Villains All Messageboards

Want to post a reply? Sign in.